kicad/pcbnew/router/direction.h

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/*
* KiRouter - a push-and-(sometimes-)shove PCB router
*
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* Copyright (C) 2013-2015 CERN
* Author: Tomasz Wlostowski <tomasz.wlostowski@cern.ch>
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*
* This program is free software: you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation, either version 3 of the License, or (at your
* option) any later version.
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*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
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*
* You should have received a copy of the GNU General Public License along
* with this program. If not, see <http://www.gnu.or/licenses/>.
*/
#ifndef __DIRECTION_H
#define __DIRECTION_H
#include <geometry/seg.h>
#include <geometry/shape_line_chain.h>
/**
* Class DIRECTION_45.
* Represents route directions & corner angles in a 45-degree metric.
*/
class DIRECTION_45
{
public:
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/**
* Enum Directions
* Represents available directions - there are 8 of them, as on a rectilinear map (north = up) +
* an extra undefined direction, reserved for traces that don't respect 45-degree routing regime.
*/
enum Directions
{
N = 0,
NE = 1,
E = 2,
SE = 3,
S = 4,
SW = 5,
W = 6,
NW = 7,
UNDEFINED = -1
};
/**
* Enum AngleType
* Represents kind of angle formed by vectors heading in two DIRECTION_45s.
*/
enum AngleType
{
ANG_OBTUSE = 0x01,
ANG_RIGHT = 0x02,
ANG_ACUTE = 0x04,
ANG_STRAIGHT = 0x08,
ANG_HALF_FULL = 0x10,
ANG_UNDEFINED = 0x20
};
DIRECTION_45( Directions aDir = UNDEFINED ) : m_dir( aDir ) {}
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/**
* Constructor
* @param aVec vector, whose direction will be translated into a DIRECTION_45.
*/
DIRECTION_45( const VECTOR2I& aVec )
{
construct_( aVec );
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}
/**
* Constructor
* @param aSeg segment, whose direction will be translated into a DIRECTION_45.
*/
DIRECTION_45( const SEG& aSeg )
{
construct_( aSeg.B - aSeg.A );
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}
/**
* Function Format()
* Formats the direction in a human readable word.
* @return name of the direction
*/
const std::string Format() const
{
switch( m_dir )
{
case N:
return "north";
case NE:
return "north-east";
case E:
return "east";
case SE:
return "south-east";
case S:
return "south";
case SW:
return "south-west";
case W:
return "west";
case NW:
return "north-west";
case UNDEFINED:
return "undefined";
default:
return "<Error>";
}
}
/**
* Function Opposite()
* Returns a direction opposite (180 degree) to (this)
* @return opposite direction
*/
DIRECTION_45 Opposite() const
{
const Directions OppositeMap[] = { S, SW, W, NW, N, NE, E, SE, UNDEFINED };
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return OppositeMap[m_dir];
}
/**
* Function Angle()
* Returns the type of angle between directions (this) and aOther.
* @param aOther direction to compare angle with
*/
AngleType Angle( const DIRECTION_45& aOther ) const
{
if( m_dir == UNDEFINED || aOther.m_dir == UNDEFINED )
return ANG_UNDEFINED;
int d = std::abs( m_dir - aOther.m_dir );
if( d == 1 || d == 7 )
return ANG_OBTUSE;
else if( d == 2 || d == 6 )
return ANG_RIGHT;
else if( d == 3 || d == 5 )
return ANG_ACUTE;
else if( d == 4 )
return ANG_HALF_FULL;
else
return ANG_STRAIGHT;
}
/**
* Function IsObtuse()
* @return true, when (this) forms an obtuse angle with aOther
*/
bool IsObtuse( const DIRECTION_45& aOther ) const
{
return Angle( aOther ) == ANG_OBTUSE;
}
/**
* Function IsDiagonal()
* Returns true if the direction is diagonal (e.g. North-West, South-East, etc)
* @return true, when diagonal.
*/
bool IsDiagonal() const
{
return ( m_dir % 2 ) == 1;
}
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bool IsDefined() const
{
return m_dir != UNDEFINED;
}
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/**
* Function BuildInitialTrace()
*
* Builds a 2-segment line chain between points aP0 and aP1 and following 45-degree routing
* regime. If aStartDiagonal is true, the trace starts with a diagonal segment.
* @param aP0 starting point
* @param aP1 ending point
* @param aStartDiagonal whether the first segment has to be diagonal
* @return the trace
*/
const SHAPE_LINE_CHAIN BuildInitialTrace( const VECTOR2I& aP0,
const VECTOR2I& aP1,
bool aStartDiagonal = false ) const
{
int w = abs( aP1.x - aP0.x );
int h = abs( aP1.y - aP0.y );
int sw = sign( aP1.x - aP0.x );
int sh = sign( aP1.y - aP0.y );
VECTOR2I mp0, mp1;
// we are more horizontal than vertical?
if( w > h )
{
mp0 = VECTOR2I( ( w - h ) * sw, 0 ); // direction: E
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mp1 = VECTOR2I( h * sw, h * sh ); // direction: NE
}
else
{
mp0 = VECTOR2I( 0, sh * ( h - w ) ); // direction: N
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mp1 = VECTOR2I( sw * w, sh * w ); // direction: NE
}
bool start_diagonal;
if( m_dir == UNDEFINED )
start_diagonal = aStartDiagonal;
else
start_diagonal = IsDiagonal();
SHAPE_LINE_CHAIN pl;
pl.Append( aP0 );
if( start_diagonal )
pl.Append( aP0 + mp1 );
else
pl.Append( aP0 + mp0 );
pl.Append( aP1 );
pl.Simplify();
return pl;
}
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bool operator==( const DIRECTION_45& aOther ) const
{
return aOther.m_dir == m_dir;
}
bool operator!=( const DIRECTION_45& aOther ) const
{
return aOther.m_dir != m_dir;
}
/**
* Function Right()
*
* Returns the direction on the right side of this (i.e. turns right
* by 45 deg)
*/
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const DIRECTION_45 Right() const
{
DIRECTION_45 r;
if ( m_dir != UNDEFINED )
r.m_dir = static_cast<Directions>( ( m_dir + 1 ) % 8 );
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return r;
}
/**
* Function Left()
*
* Returns the direction on the left side of this (i.e. turns left
* by 45 deg)
*/
const DIRECTION_45 Left() const
{
DIRECTION_45 l;
if ( m_dir == UNDEFINED )
return l;
if( m_dir == N )
l.m_dir = NW;
else
l.m_dir = static_cast<Directions>( m_dir - 1 );
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return l;
}
/**
* Function ToVector()
*
* Returns a unit vector corresponding to our direction.
*/
const VECTOR2I ToVector() const
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{
switch( m_dir )
{
case N: return VECTOR2I( 0, 1 );
case S: return VECTOR2I( 0, -1 );
case E: return VECTOR2I( 1, 0 );
case W: return VECTOR2I( -1, 0 );
case NE: return VECTOR2I( 1, 1 );
case NW: return VECTOR2I( -1, 1 );
case SE: return VECTOR2I( 1, -1 );
case SW: return VECTOR2I( -1, -1 );
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default:
return VECTOR2I( 0, 0 );
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}
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}
int Mask() const
{
return 1 << ( (int) m_dir );
}
private:
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/**
* Function construct()
* Calculates the direction from a vector. If the vector's angle is not a multiple of 45
* degrees, the direction is rounded to the nearest octant.
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* @param aVec our vector
*/
void construct_( const VECTOR2I& aVec )
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{
m_dir = UNDEFINED;
if( aVec.x == 0 && aVec.y == 0 )
return;
double mag = 360.0 - ( 180.0 / M_PI * atan2( (double) aVec.y, (double) aVec.x ) ) + 90.0;
if( mag >= 360.0 )
mag -= 360.0;
if( mag < 0.0 )
mag += 360.0;
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int dir = ( mag + 22.5 ) / 45.0;
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if( dir >= 8 )
dir = dir - 8;
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if( dir < 0 )
dir = dir + 8;
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m_dir = (Directions) dir;
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return;
}
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///> our actual direction
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Directions m_dir;
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};
#endif // __DIRECTION_H